Various fixes to get it up and running again.

This commit is contained in:
Marco Cawthorne 2024-02-19 13:11:02 -08:00
parent 1a728d1e04
commit 93b4b445a6
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
11 changed files with 199 additions and 166 deletions

View File

@ -121,6 +121,10 @@ ClientGame_ConsoleCommand(void)
//sendevent("WeaponDrop", "");
TS_playerDropWeapon(); //I do it fine.
break;
case "forcespawn":
sendevent("GamePlayerSpawn", "");
break;
default:
return (0);

View File

@ -95,6 +95,7 @@ ClientGame_Init(float apilevel, string enginename, float engineversion)
registercommand("buy");
registercommand("motd");
registercommand("forcespawn");
//registercommand("chooseteam");
// NO NEED! See CSEv_DropWeapon in nuclide's src/server/weapons.qc, that gets called.
@ -152,6 +153,8 @@ ClientGame_Init(float apilevel, string enginename, float engineversion)
void
ClientGame_InitDone(void)
{
//if (serverkeyfloat("sv_playerslots") > 1)
//VGUI_ShowMOTD();
}

View File

@ -23,8 +23,8 @@ drawWeaponOptionBar(
void
drawPlayerInventory_TopBar(int arg_iSlotSelected, BOOL arg_fBuyMode)
{
vector vWeaponsBar_drawLoc;
vector vWeaponsBar_drawBase;
vector vWeaponsBar_drawLoc = g_vec_null;
vector vWeaponsBar_drawBase = g_vec_null;
if(arg_fBuyMode){
// draw the pre-bar

View File

@ -927,7 +927,7 @@ drawBuyButton(
arg_opac = 0.71;
}
vector vLabelPos;
vector vLabelPos = g_vec_null;
BOOL mouseHovered = FALSE;
// Draw the button label
@ -1179,6 +1179,7 @@ buymenu_btn_UseNewConfig_clicked(CBuyMenu_BasicButton* arg_this)
// TODO - check to see whether the config we just used was empty or not, to affect this message...
CSQC_Parse_CenterPrint("Using new config.\n");
pSeat->m_bInterfaceFocused = false;
UI_ChangeScreen(UI_SCREEN::NONE);
}//buymenu_btn_UseNewConfig_clicked

View File

@ -91,9 +91,11 @@ void gFun_UI_EventGrabber_Initialize(void){
void gFun_UI_EventGrabber_Show(void){
g_UI_EventGrabber.FlagAdd(1);
g_UI_EventGrabber.m_bVisible = true;
}
void gFun_UI_EventGrabber_Hide(void){
g_UI_EventGrabber.FlagRemove(1);
g_UI_EventGrabber.m_bVisible = false;
}

View File

@ -54,7 +54,7 @@ drawSpriteNumber(
int digitCount = 0;
int totalDrawWidth = 0;
vector vDrawPosYet;
vector vDrawPosYet = g_vec_null;
for(int i = arg_digits; i >= 1; i--){
vDrawPosYet.x = arg_draw_x + (arg_digits - i) * spriteWidth + leftChange;
vDrawPosYet.y = arg_draw_y + 0;
@ -155,8 +155,8 @@ void
Gfx_ScalePicPreserveBounds(string sImage, vector arg_vDrawPos, vector vSize, vector vScale, vector vInset, vector vRGB, float flOpac)
{
vector srcpos = [vInset[0], vInset[1]];
vector srcsz;
vector sz;
vector srcsz = g_vec_null;
vector sz = g_vec_null;
//srcsz = vSize;
srcsz[0] = 1.0 - (vInset[0]*2) ;
@ -165,7 +165,7 @@ Gfx_ScalePicPreserveBounds(string sImage, vector arg_vDrawPos, vector vSize, vec
sz[0] = vSize[0] * vScale[0];
sz[1] = vSize[1] * vScale[1];
vector vecOff;// = [0,0];
vector vecOff = g_vec_null;// = [0,0];
vecOff[0] = -sz[0]/2;
vecOff[1] = -sz[1]/2;

View File

@ -202,13 +202,13 @@ TS_View_ChangeViewModelPost(void)
* thus we need to update all the net variables to
* make sure these updates are recognized. this is
* vile but it'll have to do for now */
SAVE_STATE(pl.w_attack_next);
SAVE_STATE(pl.w_idle_next);
SAVE_STATE(pl.viewzoom);
SAVE_STATE(pl.weapontime);
SAVE_STATE(pl.w_attack_next)
SAVE_STATE(pl.w_idle_next)
SAVE_STATE(pl.viewzoom)
SAVE_STATE(pl.weapontime)
//TAGGG - NEW VAR
SAVE_STATE(pl.w_attack_akimbo_next);
SAVE_STATE(pl.iZoomLevel);
SAVE_STATE(pl.w_attack_akimbo_next)
SAVE_STATE(pl.iZoomLevel)
//SAVE_STATE(pl.flZoomTarget);
//TAGGG - also new line. It is a good idea to reset the event

View File

@ -30,14 +30,19 @@ TSMultiplayerRules::TSMultiplayerRules(void)
}
void CSEv_GamePlayerSpawn(void);
bool
TSMultiplayerRules::PlayerRequestRespawn(NSClientPlayer bp)
{
if (bp.TimeSinceDeath() > 0.5f) {
TSMultiplayerRules rules;
rules = (TSMultiplayerRules)g_grMode;
rules.PlayerMakePlayableWithDefaultMoney(bp);
player pl = (player)bp;
entity oldSelf = self;
if (pl.iState == 2 || bp.TimeSinceDeath() > 0.5f) {
if(pl.iState == PLAYER_STATE::SPAWNED) {
PlayerRespawn(pl, pl.team);
} else {
PlayerMakePlayableWithDefaultMoney(pl);
}
return true;
}

View File

@ -512,6 +512,7 @@ class player:NSClientPlayer
virtual weapondata_basic_t*(void) getEquippedWeaponData;
virtual weapondata_basic_t*(void) getEquippedWeaponData_Singular;
virtual weapondata_basic_t*(int arg_invID, BOOL arg_preferAkimbo) getInventoryWeaponData;
virtual weapondata_basic_t*(int arg_invID) getInventoryWeaponData_Singular;
virtual void(void) updateSlotCountsForEquippedWeapon;
virtual BOOL(void) equippedWeaponDeleteCheck;
@ -546,6 +547,7 @@ class player:NSClientPlayer
// forget what these are for
virtual void(void) frameThink_fromServer;
virtual void(void) ProcessInput;
virtual BOOL(CTSWorldGun arg_pickup) attemptAddWeaponFromPickup;
virtual void(int arg_weaponID, BOOL completeDrop) dropWeapon;
virtual BOOL(void) anyAmmoPoolNonEmpty;

View File

@ -383,75 +383,75 @@ player::PredictPreFrame(void)
// client's way of calling prethink
preThink();
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_delay);
SAVE_STATE(anim_top_time);
SAVE_STATE(anim_bottom);
SAVE_STATE(anim_bottom_time);
SAVE_STATE(anim_top)
SAVE_STATE(anim_top_delay)
SAVE_STATE(anim_top_time)
SAVE_STATE(anim_bottom)
SAVE_STATE(anim_bottom_time)
SAVE_STATE(iState);
SAVE_STATE(inventoryEquippedIndex);
SAVE_STATE(weaponEquippedAkimbo);
SAVE_STATE(w_attack_akimbo_next);
SAVE_STATE(isReloading);
SAVE_STATE(isChangingIronsight);
SAVE_STATE(iState)
SAVE_STATE(inventoryEquippedIndex)
SAVE_STATE(weaponEquippedAkimbo)
SAVE_STATE(w_attack_akimbo_next)
SAVE_STATE(isReloading)
SAVE_STATE(isChangingIronsight)
//SAVE_STATE(flZoomTarget);
SAVE_STATE(iZoomLevel);
SAVE_STATE(nextAkimboAttackPreference);
SAVE_STATE(akimboDualFireToleranceTime);
SAVE_STATE(iZoomLevel)
SAVE_STATE(nextAkimboAttackPreference)
SAVE_STATE(akimboDualFireToleranceTime)
SAVE_STATE(grenadeFireIndex);
SAVE_STATE(grenadeHeldDuration);
SAVE_STATE(grenadeSpawnTime);
SAVE_STATE(bGrenadeToss);
SAVE_STATE(grenadeFireIndex)
SAVE_STATE(grenadeHeldDuration)
SAVE_STATE(grenadeSpawnTime)
SAVE_STATE(bGrenadeToss)
//flKarateBlockCooldown
SAVE_STATE(iMeleeCycler);
SAVE_STATE(iMeleeCycler)
SAVE_STATE(vViewAngleOffsetTargetDir);
SAVE_STATE(vViewAngleOffsetTotalChange);
SAVE_STATE(flViewAngleOffsetTarget);
SAVE_STATE(vViewAngleOffsetTargetDir)
SAVE_STATE(vViewAngleOffsetTotalChange)
SAVE_STATE(flViewAngleOffsetTarget)
SAVE_STATE(fAccuracyKickback);
SAVE_STATE(fAccuracyKickbackStartCooldown);
SAVE_STATE(fMoveBlockDelay);
SAVE_STATE(fUncrouchBlockDelay);
SAVE_STATE(fKarateStamina);
SAVE_STATE(fAccuracyKickback)
SAVE_STATE(fAccuracyKickbackStartCooldown)
SAVE_STATE(fMoveBlockDelay)
SAVE_STATE(fUncrouchBlockDelay)
SAVE_STATE(fKarateStamina)
SAVE_STATE(aryNextBurstShotTime_softLength);
SAVE_STATE(aryNextBurstShotTime_softLength)
for(i = 0; i < aryNextBurstShotTime_softLength; i++){
SAVE_STATE_ARY(ary_ammoTotal, i);
}
SAVE_STATE(aryNextBurstShotTime_listenIndex);
SAVE_STATE(aryNextBurstShotTime_listenIndex)
SAVE_STATE(shotgunReloadIndex);
SAVE_STATE(shotgunReloadIndex)
SAVE_STATE(shotgunAddAmmoTime);
SAVE_STATE(shotgunAddAmmoSoundTime);
SAVE_STATE(shotgunAddAmmoTime)
SAVE_STATE(shotgunAddAmmoSoundTime)
SAVE_STATE(ary_myWeapons_softMax);
SAVE_STATE(ary_myWeapons_softMax)
for(i = 0; i < ary_myWeapons_softMax; i++){
SAVE_STATE(ary_myWeapons[i].weaponID);
SAVE_STATE(ary_myWeapons[i].weaponTypeID);
SAVE_STATE(ary_myWeapons[i].iBitsUpgrade);
SAVE_STATE(ary_myWeapons[i].iCount);
SAVE_STATE(ary_myWeapons[i].weaponID)
SAVE_STATE(ary_myWeapons[i].weaponTypeID)
SAVE_STATE(ary_myWeapons[i].iBitsUpgrade)
SAVE_STATE(ary_myWeapons[i].iCount)
//SAVE_STATE(ary_myWeapons[i].iPrice);
//SAVE_STATE(ary_myWeapons[i].iSlots);
SAVE_STATE(ary_myWeapons[i].iClipLeft);
SAVE_STATE(ary_myWeapons[i].iClipAkimboLeft);
SAVE_STATE(ary_myWeapons[i].iBitsUpgrade_on);
SAVE_STATE(ary_myWeapons[i].iFireMode);
SAVE_STATE(ary_myWeapons[i].iFireModeAkimbo);
SAVE_STATE(ary_myWeapons[i].iIronSight);
SAVE_STATE(ary_myWeapons[i].iForceBodygroup1Submodel);
SAVE_STATE(ary_myWeapons[i].bNeedsPump);
SAVE_STATE(ary_myWeapons[i].iClipLeft)
SAVE_STATE(ary_myWeapons[i].iClipAkimboLeft)
SAVE_STATE(ary_myWeapons[i].iBitsUpgrade_on)
SAVE_STATE(ary_myWeapons[i].iFireMode)
SAVE_STATE(ary_myWeapons[i].iFireModeAkimbo)
SAVE_STATE(ary_myWeapons[i].iIronSight)
SAVE_STATE(ary_myWeapons[i].iForceBodygroup1Submodel)
SAVE_STATE(ary_myWeapons[i].bNeedsPump)
}
//UNNECESSARY. This array is of fixed length, so known at all times.
@ -495,77 +495,77 @@ player::PredictPostFrame(void)
// client's way of calling postthink
postThink();
ROLL_BACK(anim_top);
ROLL_BACK(anim_top_delay);
ROLL_BACK(anim_top_time);
ROLL_BACK(anim_bottom);
ROLL_BACK(anim_bottom_time);
ROLL_BACK(anim_top)
ROLL_BACK(anim_top_delay)
ROLL_BACK(anim_top_time)
ROLL_BACK(anim_bottom)
ROLL_BACK(anim_bottom_time)
ROLL_BACK(iState);
ROLL_BACK(inventoryEquippedIndex);
ROLL_BACK(weaponEquippedAkimbo);
ROLL_BACK(w_attack_akimbo_next);
ROLL_BACK(isReloading);
ROLL_BACK(isChangingIronsight);
ROLL_BACK(iState)
ROLL_BACK(inventoryEquippedIndex)
ROLL_BACK(weaponEquippedAkimbo)
ROLL_BACK(w_attack_akimbo_next)
ROLL_BACK(isReloading)
ROLL_BACK(isChangingIronsight)
//ROLL_BACK(flZoomTarget);
ROLL_BACK(iZoomLevel);
ROLL_BACK(iZoomLevel)
ROLL_BACK(nextAkimboAttackPreference);
ROLL_BACK(akimboDualFireToleranceTime);
ROLL_BACK(nextAkimboAttackPreference)
ROLL_BACK(akimboDualFireToleranceTime)
ROLL_BACK(grenadeFireIndex);
ROLL_BACK(grenadeHeldDuration);
ROLL_BACK(grenadeSpawnTime);
ROLL_BACK(bGrenadeToss);
ROLL_BACK(grenadeFireIndex)
ROLL_BACK(grenadeHeldDuration)
ROLL_BACK(grenadeSpawnTime)
ROLL_BACK(bGrenadeToss)
//flKarateBlockCooldown
ROLL_BACK(iMeleeCycler);
ROLL_BACK(iMeleeCycler)
ROLL_BACK(vViewAngleOffsetTargetDir);
ROLL_BACK(vViewAngleOffsetTotalChange);
ROLL_BACK(flViewAngleOffsetTarget);
ROLL_BACK(vViewAngleOffsetTargetDir)
ROLL_BACK(vViewAngleOffsetTotalChange)
ROLL_BACK(flViewAngleOffsetTarget)
ROLL_BACK(fAccuracyKickback);
ROLL_BACK(fAccuracyKickbackStartCooldown);
ROLL_BACK(fAccuracyKickback)
ROLL_BACK(fAccuracyKickbackStartCooldown)
ROLL_BACK(fMoveBlockDelay);
ROLL_BACK(fUncrouchBlockDelay);
ROLL_BACK(fKarateStamina);
ROLL_BACK(fMoveBlockDelay)
ROLL_BACK(fUncrouchBlockDelay)
ROLL_BACK(fKarateStamina)
ROLL_BACK(aryNextBurstShotTime_softLength);
ROLL_BACK(aryNextBurstShotTime_softLength)
for(i = 0; i < aryNextBurstShotTime_softLength; i++){
ROLL_BACK_ARY(ary_ammoTotal, i);
}
ROLL_BACK(aryNextBurstShotTime_listenIndex);
ROLL_BACK(aryNextBurstShotTime_listenIndex)
ROLL_BACK(shotgunReloadIndex);
ROLL_BACK(shotgunAddAmmoTime);
ROLL_BACK(shotgunAddAmmoSoundTime);
ROLL_BACK(shotgunReloadIndex)
ROLL_BACK(shotgunAddAmmoTime)
ROLL_BACK(shotgunAddAmmoSoundTime)
ROLL_BACK(ary_myWeapons_softMax);
ROLL_BACK(ary_myWeapons_softMax)
for(i = 0; i < ary_myWeapons_softMax; i++){
ROLL_BACK(ary_myWeapons[i].weaponID);
ROLL_BACK(ary_myWeapons[i].weaponTypeID);
ROLL_BACK(ary_myWeapons[i].iBitsUpgrade);
ROLL_BACK(ary_myWeapons[i].iCount);
//ROLL_BACK(ary_myWeapons[i].iPrice);
//ROLL_BACK(ary_myWeapons[i].iSlots);
ROLL_BACK(ary_myWeapons[i].iClipLeft);
ROLL_BACK(ary_myWeapons[i].iClipAkimboLeft);
ROLL_BACK(ary_myWeapons[i].iBitsUpgrade_on);
ROLL_BACK(ary_myWeapons[i].iFireMode);
ROLL_BACK(ary_myWeapons[i].iFireModeAkimbo);
ROLL_BACK(ary_myWeapons[i].iIronSight);
ROLL_BACK(ary_myWeapons[i].iForceBodygroup1Submodel);
ROLL_BACK(ary_myWeapons[i].bNeedsPump);
ROLL_BACK(ary_myWeapons[i].weaponID)
ROLL_BACK(ary_myWeapons[i].weaponTypeID)
ROLL_BACK(ary_myWeapons[i].iBitsUpgrade)
ROLL_BACK(ary_myWeapons[i].iCount)
//ROLL_BACK(ary_myWeapons[i].iPrice)
//ROLL_BACK(ary_myWeapons[i].iSlots)
ROLL_BACK(ary_myWeapons[i].iClipLeft)
ROLL_BACK(ary_myWeapons[i].iClipAkimboLeft)
ROLL_BACK(ary_myWeapons[i].iBitsUpgrade_on)
ROLL_BACK(ary_myWeapons[i].iFireMode)
ROLL_BACK(ary_myWeapons[i].iFireModeAkimbo)
ROLL_BACK(ary_myWeapons[i].iIronSight)
ROLL_BACK(ary_myWeapons[i].iForceBodygroup1Submodel)
ROLL_BACK(ary_myWeapons[i].bNeedsPump)
}
// UNNECESSARY. This array is of fixed length, so known at all times.
@ -606,7 +606,7 @@ player::EvaluateEntity(void)
// set some flag to convey that?
SAVE_STATE(ary_myWeapons_softMax);
SAVE_STATE(ary_myWeapons_softMax)
i = inventoryEquippedIndex;
@ -654,78 +654,78 @@ player::EvaluateEntity(void)
}
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_delay);
SAVE_STATE(anim_top_time);
SAVE_STATE(anim_bottom);
SAVE_STATE(anim_bottom_time);
SAVE_STATE(anim_top)
SAVE_STATE(anim_top_delay)
SAVE_STATE(anim_top_time)
SAVE_STATE(anim_bottom)
SAVE_STATE(anim_bottom_time)
SAVE_STATE(iState);
SAVE_STATE(inventoryEquippedIndex);
SAVE_STATE(weaponEquippedAkimbo);
SAVE_STATE(w_attack_akimbo_next);
SAVE_STATE(isReloading);
SAVE_STATE(isChangingIronsight);
//SAVE_STATE(flZoomTarget);
SAVE_STATE(iZoomLevel);
SAVE_STATE(nextAkimboAttackPreference);
SAVE_STATE(akimboDualFireToleranceTime);
SAVE_STATE(iState)
SAVE_STATE(inventoryEquippedIndex)
SAVE_STATE(weaponEquippedAkimbo)
SAVE_STATE(w_attack_akimbo_next)
SAVE_STATE(isReloading)
SAVE_STATE(isChangingIronsight)
//SAVE_STATE(flZoomTarget)
SAVE_STATE(iZoomLevel)
SAVE_STATE(nextAkimboAttackPreference)
SAVE_STATE(akimboDualFireToleranceTime)
SAVE_STATE(grenadeFireIndex);
SAVE_STATE(grenadeHeldDuration);
SAVE_STATE(grenadeSpawnTime);
SAVE_STATE(bGrenadeToss);
SAVE_STATE(grenadeFireIndex)
SAVE_STATE(grenadeHeldDuration)
SAVE_STATE(grenadeSpawnTime)
SAVE_STATE(bGrenadeToss)
//flKarateBlockCooldown
SAVE_STATE(iMeleeCycler);
SAVE_STATE(iMeleeCycler)
SAVE_STATE(vViewAngleOffsetTargetDir);
SAVE_STATE(vViewAngleOffsetTotalChange);
SAVE_STATE(flViewAngleOffsetTarget);
SAVE_STATE(vViewAngleOffsetTargetDir)
SAVE_STATE(vViewAngleOffsetTotalChange)
SAVE_STATE(flViewAngleOffsetTarget)
SAVE_STATE(fAccuracyKickback);
SAVE_STATE(fAccuracyKickbackStartCooldown);
SAVE_STATE(fAccuracyKickback)
SAVE_STATE(fAccuracyKickbackStartCooldown)
SAVE_STATE(fMoveBlockDelay);
SAVE_STATE(fUncrouchBlockDelay);
SAVE_STATE(fKarateStamina);
SAVE_STATE(fMoveBlockDelay)
SAVE_STATE(fUncrouchBlockDelay)
SAVE_STATE(fKarateStamina)
SAVE_STATE(aryNextBurstShotTime_softLength);
SAVE_STATE(aryNextBurstShotTime_softLength)
for(i = 0; i < aryNextBurstShotTime_softLength; i++){
SAVE_STATE_ARY(ary_ammoTotal, i);
}
SAVE_STATE(aryNextBurstShotTime_listenIndex);
SAVE_STATE(aryNextBurstShotTime_listenIndex)
SAVE_STATE(shotgunReloadIndex);
SAVE_STATE(shotgunReloadIndex)
SAVE_STATE(shotgunAddAmmoTime);
SAVE_STATE(shotgunAddAmmoSoundTime);
SAVE_STATE(shotgunAddAmmoTime)
SAVE_STATE(shotgunAddAmmoSoundTime)
SAVE_STATE(ary_myWeapons_softMax);
SAVE_STATE(ary_myWeapons_softMax)
i = inventoryEquippedIndex;
if(i != -1){
//for(i = 0; i < ary_myWeapons_softMax; i++){
SAVE_STATE(ary_myWeapons[i].weaponID);
SAVE_STATE(ary_myWeapons[i].weaponTypeID);
SAVE_STATE(ary_myWeapons[i].iBitsUpgrade);
SAVE_STATE(ary_myWeapons[i].iCount);
//SAVE_STATE(ary_myWeapons[i].iPrice);
//SAVE_STATE(ary_myWeapons[i].iSlots);
SAVE_STATE(ary_myWeapons[i].iClipLeft);
SAVE_STATE(ary_myWeapons[i].iClipAkimboLeft);
SAVE_STATE(ary_myWeapons[i].iBitsUpgrade_on);
SAVE_STATE(ary_myWeapons[i].iFireMode);
SAVE_STATE(ary_myWeapons[i].iFireModeAkimbo);
SAVE_STATE(ary_myWeapons[i].iIronSight);
SAVE_STATE(ary_myWeapons[i].iForceBodygroup1Submodel);
SAVE_STATE(ary_myWeapons[i].bNeedsPump);
SAVE_STATE(ary_myWeapons[i].weaponID)
SAVE_STATE(ary_myWeapons[i].weaponTypeID)
SAVE_STATE(ary_myWeapons[i].iBitsUpgrade)
SAVE_STATE(ary_myWeapons[i].iCount)
//SAVE_STATE(ary_myWeapons[i].iPrice)
//SAVE_STATE(ary_myWeapons[i].iSlots)
SAVE_STATE(ary_myWeapons[i].iClipLeft)
SAVE_STATE(ary_myWeapons[i].iClipAkimboLeft)
SAVE_STATE(ary_myWeapons[i].iBitsUpgrade_on)
SAVE_STATE(ary_myWeapons[i].iFireMode)
SAVE_STATE(ary_myWeapons[i].iFireModeAkimbo)
SAVE_STATE(ary_myWeapons[i].iIronSight)
SAVE_STATE(ary_myWeapons[i].iForceBodygroup1Submodel)
SAVE_STATE(ary_myWeapons[i].bNeedsPump)
//}
@ -1550,9 +1550,9 @@ player::setInventoryEquippedIndex_Akimbo(int arg_newIndex, BOOL useAkimbo)
// Force a sendoff!
SendFlags |= PLAYER_WEAPON;
#else
SAVE_STATE(activeweapon);
SAVE_STATE(activeweapon)
// unsure if this one's needed
SAVE_STATE(inventoryEquippedIndex);
SAVE_STATE(inventoryEquippedIndex)
#endif
@ -2203,6 +2203,22 @@ player::dropAmmo(void){
}// dropAmmo
void
player::ProcessInput(void)
{
/* HACK: ugly workaround for some thing I cba to fix right now */
if(iState == 2){
if (input_buttons & 1) {
CGameRules rules = (CGameRules)g_grMode;
rules.PlayerRequestRespawn(this);
return;
}
}
super::ProcessInput();
}
#endif

View File

@ -406,7 +406,7 @@ TS_View_PlayAnimation(player pl, int iSequence, float fDuration){
pSeat->m_eViewModel.frame = (float)iSequence;
pl.weapontime = 0.0f;
pl.weaponframe = iSequence;
SAVE_STATE(pl.weapontime);
SAVE_STATE(pl.weapontime)
//pSeat->m_eViewModel.frame2time = 0;
//pSeat->m_eViewModel.frame1time = 0;
@ -422,7 +422,7 @@ TS_View_PlayAnimation_noLaserLock(player pl, int iSequence, float fDuration){
pSeat->m_eViewModel.frame = (float)iSequence;
pl.weapontime = 0.0f;
pl.weaponframe = iSequence;
SAVE_STATE(pl.weapontime);
SAVE_STATE(pl.weapontime)
pl.w_freeze_idle_next = -1; //assume this?
pl.lasersightUnlockTime = TRUE;
@ -434,7 +434,7 @@ TS_View_PlayAnimation_EndIdle(player pl, int iSequence, float fDuration){
pSeat->m_eViewModel.frame = (float)iSequence;
pl.weapontime = 0.0f;
pl.weaponframe = iSequence;
SAVE_STATE(pl.weapontime);
SAVE_STATE(pl.weapontime)
// ?? Do we want to do this or not then
pl.lasersightUnlockTime = FALSE; //reset
@ -448,7 +448,7 @@ TS_View_PlayAnimation_EndIdle_custom(player pl, int iSequence, float fDuration,
pSeat->m_eViewModel.frame = (float)iSequence;
pl.weapontime = 0.0f;
pl.weaponframe = iSequence;
SAVE_STATE(pl.weapontime);
SAVE_STATE(pl.weapontime)
pl.lasersightUnlockTime = FALSE; //reset
pl.w_freeze_idle_next = fDuration + fIdleEndOffset + getViewModelAnimExtraDuration();